If for some reason you don't you know what Green Lanterns are, they're basically the galaxy's police force. The known universe is broken up into sectors, and each sector has a Green Lantern, a hero who can create objects made of light from his or her power ring, fly and beat the hell out of bad guys.

Green Lantern: Rise of the Manhunters is a third-person adventure that takes place in the movie universe, but it's not tied to the film. We're not going to be playing something we see when the movie comes out in June, but Ryan Reynolds, the film's star, did lend his voice and likeness to the game.

Check out the gallery for new Green Lantern screenshots.

We play as Reynolds' Hal Jordan (and Sinestro if you have a friend down for some local co-op). The Green Lantern HQ known as Planet Oa is under attack. Manhunters, a bunch of cyborgs the Guardians designed before banishing them and creating the Green Lantern Corps., are bringing the fight to their former masters, and it's up to us to stop them.

When the world first heard about Green Lantern: Rise of the Manhunters, we were told the game would have 12 unique constructs for Hal and Sinestro to create, and some in the IGN office scoffed. Green Lanterns can create anything they can think of, so limiting the creations from the get-go was a bummer. After seeing the game in action, I'm not upset that there's a limit.

For one, it makes sense in Hal's case -- he's a new Lantern and doesn't have that much experience. He only knows how to do a few things well. Also, if I was a Green Lantern, I imagine there'd be a stable of go-to moves I'd bust out.

Anyway, that's just comic fan rambling. The way this works in the game is that you have four moves that are your basic powers -- a dash move that puts a drill out to crush enemies, a grappling hook to snag and bind enemies, a sword attack and a massive fist move. These can be whipped out at any time and don't drain your ring's power. As you play and earn experience points, you can also improve these abilities.

Then we get to special constructs -- the 12 I was talking about before. These moves are assigned to the shoulder buttons. We pull the trigger and combine it with a face button and -- bam -- Hal's spinning a mace above his head, swinging a bat, or guiding a massive saw blade. This also drains your will power meter, but you can refill that by beating bad guys and finding power-ups throughout the game. Additional moves unlock as the story goes, but you can also purchase and improve these with experience points.

When I tried all these moves, I discovered something refreshing -- it was fun. As my partner and I made our way across Oa, more and more Manhunters popped up (some big, some small, some flying, some walking) and we just went to town with Green Lantern moves that looked awesome.

"I am tired of these jokes about my giant hand. The first such incident occurred in 1956 when..."

Also cool was the ability to combine moves between players. At one point, my partner grappled a Manhunter, threw him at me, and knocked him off the screen with my baseball bat move. That's cool. And, while I'm talking about partners, it's worth noting that Hal and Sinestro are the only playable Lanterns in the game, but you can expect plenty of cameos, Poozer.

After just seeing the Thor and Captain America movie games a few weeks ago, I wasn't prepared for a tie-in that looked really good, but the space visuals, green constructs and general flair of Green Lantern: Rise of the Manhunters was great.

So, where's the "but," right? This article is titled "Might Not Suck." What are the red flags? Well, when my partner and I were stomping all over Oa, the Manhunters started placing these towers in the surface. It was our job to go to each of these, smash the tether, and blow the thing up. The first time, it was cool. The second time, I hoped would be the last. The third bored me. I hope that Double Helix Games doesn't stretch the game by repeating menial tasks over and over again.

Another trouble spot was flying. When we were on Oa, we were land-based creatures. Hal and Sinestro could glide when combining a jump with a drill dash, but there was no free flight. However, the game has levels that a strictly air-based. Here, we're looking at the feet of the heroes. They're being pushed forward, and we're guiding them around the screen and shooting. It's like an arcade jet game.

I'm fine with that idea, but the aiming seemed to be super-sensitive and hard to get the hang of. That could just be something that would come with time and practice, but jumping in, I felt out of control. Plus, I couldn't un-invert the controls, but you will be able to in the retail version.

Even with those concerns, I've impressed with what I saw of Green Lantern: Rise of the Manhunters and that probably because it didn't look cheap. It didn't look phoned in. It looked like a game I'd want to play. No, it doesn't look like it's going to deliver a Batman: Arkham Asylum-like experience, but it looks like a fun excuse to put on my plastic power ring and be Green Lantern on my TV for a few hours.

Will I eat my words and hate the game when it comes out? Look for the lGN review as we get close to the game's release date, June 7, 2011.